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vaultdweller7
2007-07-31, 08:54 PM
I decided to redesign the Technomancer class (http://www.giantitp.com/forums/showthread.php?t=46655) I made a while back, It's not quite done, but I'd like to see what people think of it so far.

Alchemical Technologist

Game Rule Information
Alignment: Any
Hit Die: 1d6
Starting Age: +1d6
Starting GP: 6d4x10
Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Int), Heal (Wis) Profession (Mechanic) (Wis)
Skill Points at 1st Level: (8 + Int modifier) x 4
Skill Points at Each Additional Level: 8 + Int modifier
Weapon and Armor Proficiency: A Technologist is proficient with all simple weapons, their Techno-weapon, firearms, and all light armors.

Alchemical Technologist
{table=head]Level|BAB|Fort Save|Ref Save|Will Save |Tech level|Special

1st|
+1|
+1|
+0|
+1|
1| Alchemical power cells, Techno-weapon, Technologies, Ammo and fuels

2nd|
+1|
+1|
+0|
+2|
1| Techno-armor, Custom ammo

3rd|
+2|
+1|
+1|
+2|
2| Techno-weapon Mk II

4th|
+2|
+2|
+1|
+2|
2| Techno-armor Mk II

5th|
+3|
+2|
+2|
+2|
3| Techno-weapon Mk III

6th|
+3|
+3|
+2|
+2|
3| Techno-armor Mk III

7th|
+4|
+3|
+2|
+3|
4| Omni-blaster Mk I, Techno-weapon Mk III

8th|
+4|
+3|
+3|
+3|
4| Techno-armor Mk IV

9th|
+5|
+4|
+3|
+3|
5| Techno-weapon Mk IV

10th|
+5|
+4|
+4|
+3|
5| Omni-blaster Mk II, Techno-armor Mk V, Mass production

11th|
+6|
+4|
+4|
+4|
6| Techno-weapon Mk V

12th|
+6|
+4|
+5|
+4|
6| Techno-armor Mk VI

13th|
+7|
+5|
+5|
+4|
7| Omni-blaster Mk III

14th|
+7|
+5|
+6|
+5|
7| Techno-armor Mk VII

15th|
+8|
+6|
+6|
+6|
8| Omni-blaster Mk IV

16th|
+9|
+7|
+7|
+6|
8| Techno-armor Mk VIII

17th|
+10|
+8|
+8|
+7|
9| Omni-blaster Mk V

18th|
+11|
+8|
+8|
+8|
9| Techno-armor Mk IX

19th|
+11|
+8|
+8|
+8|
9| Omni-blaster Mk VI

20th|
+12|
+8|
+8|
+8|
9| Techno-armor Mk X [/table]

Class Features

Alchemical power cells
The Technologist can use his Craft (Alchemy) skill to make several different types of power cells which he uses to power most of his creations, He can also create Generators which provide a set amount of energy each round but are much more expensive and require both a Craft (Alchemy) and a Craft (Technology) check.

{table=head]Name|Craft Check|Cost|Notes
Basic power cell | Craft check 10 | not yet done | 50 Energy points (EP), TL1
Improved power cell | Craft check 20 | not yet done | 100 EP, TL3
Boost power cell | Craft check 25 | not yet done | 50 EP, x2 to damage in weapon, TL5
Basic Generator | Craft check 15 | not yet done | 5 EP each round, TL5, large must be mounted on a vehicle or worn like a backpack
Improved Generator | Craft check 20 | not yet done | 10 EP each round, TL7, smaller than basic generator can be worn on belt
Micro Generator | Craft check 30 | not yet done | 5 EP each round, TL9, can be used in place of a power cell
[/table]

Ammo and fuels
The Technologist can use his Craft (Alchemy) skill to make both ammo for his firearms and fuel used in engines and some other weapons.

{table=head]Name|Craft Check|Cost|Notes
basic pistol ammo | Craft check 10 | not yet done | 1d6 Piercing damage, makes 20 rounds TL1
basic rifle ammo | Craft check 15 | not yet done | 1d10 Piercing damage, makes 20 rounds TL1
basic high-power rifle ammo | Craft check 20 | not yet done | 3d8 Piercing damage, makes 5 rounds TL2
basic shells (heavy weapon) | Craft check 25 | not yet done | 2d6 Piercing damage, makes 30 rounds TL3
[/table]

{table=head]Name|Craft Check|Cost|Notes
Basic fuel | Craft check 10 | not yet done | makes 50 Fuel points (FP)
enriched fuel | Craft check 20 | not yet done | makes 30 FP, improves engine performance (10% increase in move speed), x2 damage if used in weapon
turbo fuel | Craft check 30 | not yet done | makes 20 FP, improves engine performance (25% increase in move speed), x3 damage if used in weapon
[/table]

Custom ammo
Work in progress (You can make several different types of ammo)

Techno-weapon
Work in progress (Technologically enhanced melee weapon)

Technologies
The Technologist begins with two technologies and gains a new technology each level. By performing research (1 week + {TL}d4 days) the Technologist can gain new technologies.

Tech tree (http://i22.photobucket.com/albums/b314/spam_12345/Techtree.jpg)

TL1
Basic weapons
firearms:
The Technologist can use his Craft (Technology) skill to make the following firearms
{table=head]Name|Craft Check|Cost|Notes
pistol | Craft check 10 | not yet done | range 50 ft, clip size 8
rifle | Craft check 20 | not yet done | +1 Piercing damage, range 100 ft clip size 4
[/table]
weapon upgrades:
The Technologist can use his Craft (Technology) to give a masterwork weapon the following upgrades
{table=head]Effect|Cost
+1 to damage | 500 GP
+1 to attack | 600 GP
[/table]

basic equipment
The Technologist can use his Craft (Technology) or Craft (Alchemy) skill to make the following items.
{table=head]Name|Craft Check|Cost|Notes
Technologist's tool kit | (Tech) Craft check 15 | not yet done | Adds a +2 to all Craft (Technology) checks
low-light goggles | (Tech and Alch) Craft check 15 | not yet done | gives the wearer low-light vision
alchemical flare | (Alch) Craft check 10 | not yet done | Light source clearly illuminates a 20-foot radius and provides shadowy illumination in a 40-foot radius. Light lasts for 12 hours. Lets off no heat or flame.
[/table]

basic medical
The Technologist can use his Craft (Alchemy) skill to make the following medicines.
{table=head]Name|Craft Check|Cost|Notes
Health stabilizer | Craft check 10 | not yet done | stabilizes dieing character without needing a heal check
Weak health stimpak | Craft check 15 | not yet done | restores 1 hit point
Improved Antitoxin | Craft check 15 | not yet done | +8 alchemical bonus on Fortitude saves against poison for 2 hours
[/table]

TL2-TL9
Work in progress

Omni-blaster
The Technologist creates a custom firearm with the stats of (+3 Piercing damage 50 ft Range Increment, 30 round clip)

The omni-blaster has three slots which the Technologist can install a set of replaceable devices to enhance its abilities: the slots are under-slung (under the barrel), scope (top of weapon), and side-mount (one side of the weapon). rules for these devices are noted below in gun add-ons.

The Technologist upgrades his weapon for free at levels 10, 13, 15, 17, and 19 and may choose between the following upgrades each time:
add a new attack type (see upgrades below)
Increase damage by +1 (max +5)
Increase range +50 ft (max 200 ft)
Increase clip size by 10 rounds (max 60 round clip)

Omni-blaster upgrades
{table=head]Upgrade|Cost|Effect
Flamer | not yet done | flamethrower, 15 ft line of 2d6 fire damage, uses fuel, 1 FP per shot, adds fuel tank holding 20 FP
Stun shot | not yet done | blast of energy that deals non-lethal damage, uses power cells, 2d6 non-lethal damage, 1 EP per shot
Blaster | not yet done | blast of raw energy, uses power cells, 2d6 Force damage, 2 EP per shot
Tesla gun | not yet done | lightning gun, uses power cells, 30 ft line of 2d6 Shock damage, 2 EP per shot
[/table]

Techno-armor
Starting a level two the Technologist creates an improved suit of leather armor (starts with a +1 to AC) The Technologist upgrades the suit every other level, the suit can be upgraded in the following ways.

{table=head]Name|Notes
Improved armor |+1 AC, max of +5 to AC
Low profile armor | one time only, can not take armor class upgrade, removes Maximum Dex Bonus limit and sets Armor Check Penalty to 0
Armor class upgrade | upgrades armor from light to medium (treat as chainmail) or medium to heavy (treat as full plate), can not take low profile armor
Disguise mode | Requires 1 EP each round in use, lets wearer use Disguise self, Requires technology (holographic tech)
Inbuilt force shield | Requires 2 EP each round in use, adds DR 2 when in use, Requires technology (force fields)
Inbuilt force blades | Requires 1 EP each round in use, add 1d6 force damage to all unarmed attacks when in use, Requires technology (force fields)
Inbuilt firearm | clip size 5 rounds, reloading is a full round action, range 25 ft, uses pistol ammo Requires technology (basic weapons)
Reflex booster | Adds +1 to reflex saves, max of + 3 to reflex saves
Tesla defense | Adds resistance to shock 5
[/table]

Mass production
Work in progress (Can make a large amount of ammo/fuel/power cells at once)

Note on firearms:
Ammo used determines damage, some firearms add more damage. reloading is a standard action.